Need Hero ideas

Necrach

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Owlee
Owls are wise. Arcane owls are both wise and powerful. The thing about Owlee is that she isn't really an animal at all, but a creation of pure magic, however not weak in physical aspects. Owlee can control all the wonders of the woods such as fireflies, tree spirits and fairies.

Strength: 18 (+1.5/level)
Agility: 16 (+2/level)
Intelligence: 23 (+3/level) primary

Owl Stare
Passive. Slowly drains mana from all enemies within line of sight. Also increases line of sight during the night.
Level 1 - 2 mana/sec, +600 sight range (so that it equal's the sight range during the day)
Level 2 - 3 mana/sec, an additional +150 sight range
Level 3 - 4 mana/sec, an additional +150 sight range
Level 4 - 5 mana/sec, an additional +150 sight range

Fireflies
Mana cost 50, cooldown 12 sec. This spell can target any friend or enemy. The fireflies circles and follows it target, granting vision and attacking any enemies to the caster. The model of the fireflies are Faire Fire. Their attack have no animation, with an average attack speed.
Level 1 - Fireflies deals 7-10 damage, lasts 20 seconds.
Level 2 - Fireflies deals 10-14 damage, lasts 25 seconds.
Level 3 - Fireflies deals 14-19 damage, lasts 30 seconds.
Level 4 - Fireflies deals 19-25 damage, lasts 35 seconds.

Forest Rune
Mana cost 85, cooldown 18 sec. Targets a nearby tree. There is now a permanent trap on the tree (grants vision) activates after 8 seconds. It is invisible to enemies until activated.
After activation, the trap is triggered by any enemy hero walking within range. When this happens, the tree is consumed and a spirit (model: faire dragon attack) is shot at the hero, dealing damage.
Also, on impact, summons a "tree spirit" (wisp) at the position of the target hero, which has 200 hp, cannot attack but can use a mana burn (and then dissappears)
Level 1 - Deals 200 damage, spirit burns up to 40 mana.
Level 2 - Deals 350 damage, spirit burns up to 60 mana.
Level 3 - Deals 500 damage, spirit burns up to 80 mana.
Level 4 - Deals 650 damage, spirit burns up to 100 mana.

Mice-killer
This is a kind of jump-strike, which can NOT be used on heroes! Owlee strikes at a nearby creep (friend or foe) and flies there immediately (takes less than a second.) It deals normal attack damage. Also, when damage is dealt, it deals the same damage to ALL enemies (including heroes) within sight range of Owlee (and enemies within sight range of Fireflies, Forest Runes and Centaurs summoned by Owlee)
Level 1 - Mana cost 50, cooldown 10 seconds, max jump range 800
Level 2 - Mana cost 45, coodlown 8 seconds, max jump range 1100
Level 3 - Mana cost 40, coodlown 6 seconds, max jump range 1400
Level 4 - Mana cost 35, coodlown 4 seconds, max jump range 1700

Centaurs
Mana cost 120, cooldown 50, lasts 30 seconds. Summons a half-horse friend to aid Owlee in combat.
Level 1 - Forest centaur (normal melee creep centaur, but green.) 1200 hp, 5 armor (heavy armor) 50-60 dmg (fast attack speed), poison attack (5 DPS for 5 secs)
Level 2 - Dryad (a little larger) 1400 hp, 6 armor (heavy armor), 80-94 dmg (fast attack speed) poison attack (10 DPS for 5 secs), 800 attack range.
Level 3 - Keeper of the Grove, 1600 hp, 7 armor (heavy armor), 80-94 dmg (fast attack speed) poison attack (15 DPS for 5 secs), 800 attack range, can cast Entangling Roots (lasts 6 seconds, 10 DPS, 18 sec cooldown)

Level 4 - Picking level 4 in this skill enables another ability for Owlee;
Centaur Specter
This spell cost 200 mana and have 50 sec cooldown. Can only be used when a Keeper of the Grove is currently summoned. A Keeper of the Grove Spectre is then summoned at the position of the current Keeper of the Grove. The Spectre lasts until the current Keeper dissappears/is killed. When cast, the currently summoned Keeper is healed to full hp!
The Spectre do only have 400 hp, but got Divine armor instead of Heavy armor! The Spectre do not attack, but cooldown on Entangling roots is only 12 seconds!



Hope you'll like this :)
 

NBalfa

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I am asking but not nececarilly from you and I said that because you were the only one who was answering
 

Ayanami

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Here's more. I posted this somewhere else in the forums, but oh well.

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Calyce
Saggitar

Attack type: Ranged
Primary Attribute: Agility

Calyce is known to her enemies as "The Hawk Eye". She has the ability to strike down opponents with uncanny accuracy, striking them at their critical spots rapidly. Her skills with a bow is considered to be one of the elites. None have ever survived an encounter with Calyce.

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Piercing Shot - Active
Target Type - Unit

Calyce unleashes her deathblow after 0.50 seconds, inflicting damage and knocking the target back for a distance. If the target is closer Calyce, the knock back distance is greater. Maximum of 600 knock back distance and maximum of 600 casting range. Her deathblow leaves the target to be mortally wounded, receiving extra damage and have its movement speed slowed by 15%. Lasts 6 seconds.

Level 1 - Deals 80 damage. Receives 4% more damage.
Level 2 - Deals 130 damage. Receives 8% more damage.
Level 3 - Deals 180 damage. Receives 12% more damage.
Level 4 - Deals 230 damage. Receives 16% more damage.

Cooldown: 15 seconds

Note:
Here's clarification for the knock back. Let's say the distance between Calyce and the target is exactly 200. The knock back distance would then be 400. The distance between Calyce and the target added with the knock back distance should always equate to 600 distance.

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Explosive Shot - Passive

Calyce is able to conjure explosive arrows on an attack. There is a 20% chance that Calyce will release an explosive arrow on an attack, dealing damage in an area. Explosion deals maximum of 100% of damage dealt on the target. Damage type is physical.

Level 1 - Minimum damage of 20% of damage dealt on target. Area of 200.
Level 2 - Minimum damage of 40% of damage dealt on target. Area of 230.
Level 3 - Minimum damage of 60% of damage dealt on target. Area of 260.
Level 4 - Minimum damage of 80% of damage dealt on target. Area of 290.

Orb Effect

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Rapid Shots - Passive

Calyce's experience allow her to strike at enemies' critical spots rapidly. Agility gives her bonus attack speed and chance to shatter enemy armor per hit for 5 seconds. Explosive Shot causes the shatter to occur in the area.

Level 1 - Every 5 agility points increases attack speed by 1%. Every successful attack shatters enemy armor by 0.1.
Level 2 - Every 4 agility points increases attack speed by 1%. Every successful attack shatters enemy armor by 0.2.
Level 3 - Every 3 agility points increases attack speed by 1%. Every successful attack shatters enemy armor by 0.3.
Level 4 - Every 2 agility points increases attack speed by 1%. Every successful attack shatters enemy armor by 0.4.

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Cat's Eye - Passive

Calyce's presence awakens the concentration potential in nearby allied heroes. Affected heroes have a chance to deal critical damage.

Level 1 - Self buff. 15% chance to inflict 1.5 times critical damage.
Level 2 - Area of 200. 17.5% chance to inflict 2.0 times critical damage.
Level 3 - Area of 400. 20% chance to inflict 2.5 times critical damage.
 

NBalfa

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nice:thup: .but can you tell me what's an orb effect ? (I never knew what it means)
 

Ayanami

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nice:thup: .but can you tell me what's an orb effect ? (I never knew what it means)

Orb Effects are basically built in Warcraft passive or autocast abilities that cannot stack with each other. For example, Lifesteal can't stack with any other orb effects.

There are also Buff Placers. Buff Placers are basically passive abilities that apply a buff on a target when attacked, but it isn't an orb effect. Thus essentially, buff placers can stack with orb effects.

There are also abilities that are both an Orb Effect an a Buff Placer. Such abilities are "Item - Corruption Bonus", Frost Arrows, etc.
 

NoobImbaPro

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glenphir you could write the link of your Hero idea post and not go into trouble writing it again. :D

Name:U.?. (Unknown Object :D )
Model: The red "?" or the green and black cube
Strength:Medium
Intelligence:Medium
Agility:Medium
Random Primary ability.
Instant, range attacks. medium damage.

Surprise Trap!
The object places a trap at an area that causes every enemy to take a random effect for being inside that area. Effect last 2 seconds when getting out of that area.
Bleed(20%),Stun(20%),Poison(20%),Slow(20%),Manaburn(20%)(Initial)

1:B:20 dmg|S:10 dmg for 0.1 sec|P:10 dmg 5% slow|S:20%|M:8
200-400 AoE (Random)

2:B:25 dmg|S:10 dmg for 0.2 sec|P:15 dmg 10% slow|S:30%|M:17
300-500 AoE (Random)

3:B:30 dmg|S:15 dmg for 0.1 sec|P:20 dmg 15% slow|S:40%|M:26
300-600 AoE (Random)

4:B:35 dmg|S:15 dmg for 0.2 sec|P:25 dmg 20% slow|S:50%|M:35
400-600 AoE (Random).

Deeper Explanation: The unit casts the ability on target point, if any unit enters he gets a random effect, it cannot change until he exits and enters area again.The stats that are given for every effect happen every second. For poison and slow and bleed the effects last all the time between each second and for stun and manaburn are done 1 time every second.

Soul Steal
Changes primary ability into targets primary ability and swaps stat points (hp, mp).
1:320 sec CD, 160 manacost, 5 second cast time
2:280 sec CD, 190 manacost, 4 second cast time
3:240 sec CD, 220 manacost, 3 second cast time
4:200 sec CD, 250 manacost, 2 second cast time

Ability Efficiency
Object when changing stats makes his abilities more efficiency to his primary ability.
1:Strength:+100 hp, +5hp regen,+5 defense, +10 strength
Trap:+20% bleed,+5% stun,-5% poison,-10% slow,-10% manburn.
Agility:+20 damage, +5% lifesteal,+5% as/ms, +10 agility
Trap:-10% bleed,-5% stun,+10% poison,+10% slow,-5% manburn.
Intelligence:+110 hp, +100 mana,+2 mana regen, +10 intelligence
Trap:-10% bleed,+15% stun,-5% poison,-15% slow,+15% manburn.

2:Strength:+150 hp, +6hp regen,+7 defense, +15 strength
Trap:+25% bleed,+10% stun,-15% poison,-10% slow,-10% manburn.
Agility:+30 damage, +8% lifesteal,+10% as/ms, +15 agility
Trap:-15% bleed,-10% stun,+20% poison,+15% slow,-10% manburn.
Intelligence:+140 hp, +150 mana,+3 mana regen, +15 intelligence
Trap:-15% bleed,+20% stun,-10% poison,-20% slow,+25% manburn.

3:Strength:+200 hp, +7hp regen,+9 defense, +20 strength
Trap:+30% bleed,+15% stun,-20% poison,-5% slow,-20% manburn.
Agility:+40 damage, +11% lifesteal,+15% as/ms, +20 agility
Trap:-20% bleed,+0% stun,+20% poison,+20% slow,-20% manburn.
Intelligence:+170 hp, +200 mana,+4 mana regen, +20 intelligence
Trap:-20% bleed,+25% stun,-20% poison,-20% slow,+30% manburn.

4:Strength:+250 hp, +8hp regen,+11 defense, +25 strength
Trap:+35% bleed,+20% stun,-20% poison,-15% slow,-20% manburn.
Agility:+50 damage, +14% lifesteal,+20% as/ms, +25 agility
Trap:-20% bleed,-10% stun,+25% poison,+25% slow,-20% manburn.
Intelligence:+200 hp, +250 mana,+5 mana regen, +25 intelligence
Trap:-20% bleed,+30% stun,-20% poison,-20% slow,+30% manburn.

UOTP
The Unknown casts a his strongest ability when he is at state of combat teleporting himself and harming others.Lasts 30 sconds.
1:10% Chance when attacked to teleport Object in a random position in 600 range and 5% chance when attack to apply 1st skill effects (affected by 3rd skill) to target.Effect last 2 seconds
2:15% Chance when attacked to teleport Object in a random position in 600 range and 10% chance when attack to apply 1st skill effects (affected by 3rd skill) to target.Effect last 3 seconds
3:20% Chance when attacked to teleport Object in a random position in 600 range and 15% chance when attack to apply 1st skill effects (affected by 3rd skill) to target.Effect last 4 seconds
 

Setharoth114

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Well, I'm also working on my own AoS, though I just started. Currently, I have four hero ideas and I'll just give them to you.

Assasian​
Model - Any assasian model you want to use.
Stats - Agi based, melee attack range, slow or fast movement speed

Ablitties
Active Stealth: The Assasian uses his skills at stealth to turn invisable for several seconds, dealing bonus damage when he breaks his invisablitty by doing physical damage. Can only be activated when the Assasian is unseen by enemy players.
Target Unit Hemmorage: The Assasian stabs his blade into the target's veins, causing him to bleed out and take damage over time. Damage is greater if the target is moving.
Target Unit Dragon's Tail: The Assasian jumps behind a target enemy unit, dealing damage. Counts as physical damage.
Ultimate, Target Unit Shadow Cloak: The Assasian pulls his target into the shadows, cloaking them from the naked eye. Once activated, both the Assasian and his target become permanantly invisable to everyone but each other. If the Assasian attacks anyone besides his target, the invisablitty breaks, or if the Assasian and his target are no longer within range of each other. (this basically forces a 1v1 match between the Assasian and his target. Great to use on fragile heroes. I've used this ablitty before in maps, and it is quite amusing to suddenly see your ally disappear from view.)

Comments - The Assasian is a hero skilled at striking at a single target, however since Stealth can only be activated when the Assasian is unseen it makes it dangerous for the Assasian to attack large groups. He can use Dragon's Tail to escape, but only if he gets lucky. Shadow Cloak allows him to pick a target and dispatch him without worrying about interfearance from allies.



Tauren Chieftain​
Model - Tauren Chieftain.
Stats - Str based, melee attack range, slowish movement speed

Ablitties
Active Earth Stomp: The Chieftain slams his hoof into the ground, dealing damage and slowing all units around him. The damage and slow increases the closer the unit is to the Chieftain..
Active Rupture: The next 2/3/4/5 points the player controlling the Chieftain clicks will cause shockwaves to erupt from each point and travel towards the Chieftain, damaging any units hit. (I imagine this would be accomplished with a dummy unit. After using the ablitty the player would automatically select a dummy unit, then right click several points. The shockwaves can stack, but they are slow-moving and easy to dodge.)
Active Stone Prison: The Chieftain slams the ground, causing rocks to rise in a circle around him, sealing any enemy units with the Chieftain. The rocks are attackable and if one dies, they all die.
Ultimate, Active War Totem: The Chieftain summons a totem that grants nearby allies bonus damage, armor, and hit point regeneration. The totem is invulnerable as long as the Chieftain is nearby it, otherwise it only has 1 hp.

Comments - The Tauren Chieftain is a hero who is adapt at dishing out damage at a melee range. He is best used when he can operate from a single area, allowing him to take advantage of all of his skills to their full. His biggest weakness is a ranged fighter.


Fallen Paladin​
Model - http://www.hiveworkshop.com/forums/...410/?prev=search=undead%20paladin&d=list&r=20
Stats - Str based, melee attack range, slowish movement speed

Ablitties
Target Unit Ray of Death: The Fallen Paladin fires of a ray of unholy energies that bounces off of units. Heals allies and damages enemies.
Target Hero Mark of Mutiny: The choosen hero has a unholy curse placed upon him that makes him seem like an enemy to all of his allies and an ally to all of his enemies for a short duration. (Usefull for countering some spells that won't hit allies)
Active Aura of Decay: All enemies around the Fallen Paladin with less then 50% health get reduced armor.
Ultimate, Active Unholy Martyrdom: Once activated, the Fallen Paladin damages himself and all units around him every second. Lasts until deactivated or the Fallen Paladin dies.

Comments - The Fallen Paladin is a unit that is good at supporting lanes combat. His Ray of Death allows him to maintain a lane's creeps while also damaging the other teams, Mark of Mutiny is good when a hero is trying to defend a tower, and Aura of Decay and Unholy Martyrdom work well combined.



Ranger​
Model - Sylvanis Windrunner
Stats - Agi based, 650 attack range, average movement speed

Ablitties
Target Point Ranger's Sight: The Ranger receives a cone of vision towards target point for 1000/1500/2000/2500 distance. Sees over trees and reveals invisable units. (the vision is a cone, likely acheived by sets of dummy units with 500 sight range placed in a line)
Target Unit Heartsbane: Fires an arrow that homes in on the target unit for a set amount of distance. However, once it reaches that distance it simply flys straight until it hits something. Either way, it damages the first unit hit by the arrow. Has a cast range of 2000, and the arrow travels indefinitly. Damage can be increased by Headshot.
Passive Headshot: has a percent chance to increase any damage the Ranger deals. The further away the Ranger is, the higher the percent. (I was thinking a random integer choosen between 1 and (distance / 150).
Ultimate, Target Point Exploding Arrow: Fires an arrow that sticks to the first unit it hits along its path. If it doesn't hit a unit after 1500 distance, it simply sticks into the ground. After 3 seconds, the arrow explodes, dealing damage to all enemies nearby it. Cast range of 1500.

Comments - The Ranger is very skilled at ranged combat. Her Ranger's Sight ablitty gives her an effective means of scouting, and Heart Seeker and Exploding Arrow can both deal good damage if aimed properly. Probally a hit-and-run type hero.



Well, those are my ideas. Hope you liked them.
(btw: all of these ablitties I've been able to trigger using GUI, so you don't need to know JASS to use them)
 

NBalfa

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I liked most the first two ideas the third wasn't so good and the forth was good but not as the first two :thup: nice ideas!^^
 

Happysmiley

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Hroeth, Battle Priest
Quite unusual for a priest, Hroeth has combined his knowledge of holy spells with the lust for combat that every dwarf has. Using holy energy to smite his opponents - while supporting his allies - wreaks havoc upon the battlefield. He is truly a fearsome opponent.

Extremely low agility gain
High strength gain
High intelligence gain​

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Test of Faith

Tests the targets' faith, blessing or punishing it depending on alignment and its HP.

Level 1
  • If used on an ally - Heals 1 HP for every % of its missing life.
  • If used on an enemy - Deals 1 damage for every % of its current life.
Level 2
  • If used on an ally - Heals 2 HP for every % of its missing life.
  • If used on an enemy - Deals 2 damage for every % of its current life.
Level 3
  • If used on an ally - Heals 3 HP for every % of its missing life.
  • If used on an enemy - Deals 3 damage for every % of its current life.
Level 4
  • If used on an ally - Heals 4 HP for every % of its missing life.
  • If used on an enemy - Deals 4 damage for every % of its current life.
Mana Cost: 95/115/155/215 mana
Cooldown: 20/17/15/13 seconds
Notes: For allies, a greater effect is achieved the lower HP the target has, and vice versa for enemies. Let's say you cast the spell at level 1 on a friend with 90% HP. That's 10 HP healed. With 20% HP left, it would have been 80 HP instead.

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Soul Bind

Binds your soul with an ally hero, allowing for the spells you both cast to benefit eachother.

Level 1: Whenever in 400 range of your Soul Mate, your spells restore 20 HP to it and increases its damage by 6% for 5 seconds. The spells your Soul Mate cast will in the same way grant you a shield that absorbs 20 damage and restores 10 mana to you. Can occur once every 10 seconds.

Level 2: Whenever in 600 range of your Soul Mate, your spells restore 40 HP to it and increases its damage by 9% for 5 seconds. The spells your Soul Mate cast will in the same way grant you a shield that absorbs 40 damage and restores 20 mana to you. Can occur once every 9 seconds.

Level 3: Whenever in 800 range of your Soul Mate, your spells restore 65 HP to it and increases its damage by 12% for 5 seconds. The spells your Soul Mate cast will in the same way grant you a shield that absorbs 65 damage and restores 25 mana to you. Can occur once every 8 seconds.

Level 4: Whenever in 1000 range of your Soul Mate, your spells restore 90 HP to it and increases its damage by 15% for 5 seconds. The spells your Soul Mate cast will in the same way grant you a shield that absorbs 90 damage and restores 45 mana to you. Can occur once every 8 seconds.


Mana Cost: 80/120/160/200 mana
Cooldown: 90/80/70/60 seconds
Notes: This spell is placed on a friendly HERO, and lasts undefinitely or until either A) one of you are killed or B) you cast it on another friendly hero.

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Conversion

Combining the nature of healing magic with his dwarven heritage, Hroeth is able to change between assaulting his enemies or supporting his allies better.

Level 1
  • Wrath Stance - Increases damage done with Test of Faith by 10%, but reduces the healing by 15%.
  • Holy Stance - Increases healing done by Test of Faith by 10%, but reduces its damage by 15%.
Level 2
  • Wrath Stance - Increases damage done with Test of Faith by 15%, but reduces the healing by 20%.
  • Holy Stance - Increases healing done by Test of Faith by 15%, but reduces its damage by 20%.
Level 3
  • Wrath Stance - Increases damage done with Test of Faith by 20%, but reduces the healing by 25%.
  • Holy Stance - Increases healing done by Test of Faith by 20%, but reduces its damage by 25%.
Level 4
  • Wrath Stance - Increases damage done with Test of Faith by 25%, but reduces the healing by 30%.
  • Holy Stance - Increases healing done by Test of Faith by 25%, but reduces its damage by 30%.
Mana Cost: None
Cooldown: 5 seconds

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Ascension

Channeling his inner energies, Hroeth is able to transform himself into a divine being, smiting all heretics with the wrath of god.

Level 1: Gains flight, 15% movement speed and 10% damage for 10 seconds.
Level 2: Gains flight, 20% movement speed and 15% damage for 10 seconds. His Test of Faith now hits an additional nearby opponent for 25% of the damage.
Level 3: Gains flight, 25% movement speed and 20% damage for 10 seconds. His Test of Faith now hits an additional nearby opponent for 50% of the damage.
Level 4: Gains flight, 30% movement speed, 20% damage, and an aura that deals 20 damage every second for 10 seconds. His Test of Faith now hits two additional nearby opponent for 50% of the damage.

Mana Cost: 200/350/500 mana
Cooldown: 150/120/90 seconds
Duration: 10 seconds

Another one, enjoy :)
 

NBalfa

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how can I make the hero to choose between the aura of the third ability?
nice ideas ^^
 

Necrach

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I saw you tried to bump this thread by creating a whole new thread linking to this one. So I guess you still need ideas. This is an AoS hero I came up with some time ago..

Orlando (Arcane Swashbuckler)
A thug. There is nothing more to say about this guy. Except that he has a gift of arcane talent. Maybe he should have chosen the life of a wizard. Not afraid to risk his life, love combat, although his wisdom is not equal to his magical powers...

Strength: 23 (+2/level)
Agility: 23 (+2/level)
Intelligence: 12 (+1/level) primary att
TACTICAL NOTE: Temporarily, Orlando can be a very powerful hero, with exclusively active abilities. However, without boost in his primary attribute Intelligence, Orlando will soon run out of mana.

Spear Sphere
Cooldown 10 seconds, mana cost 65. Leaves a sphere on the ground. After 6 seconds, this sphere is transformed into a throwing spear launched at the direction of Orlando. Deals damage (counts like a physical attack) and then dissapears if it hits an enemy. If it reaches Orlando, he takes damage and then the spear dissappears.
Level 1 - 200 damage to enemies, 200 damage to Orlando
Level 2 - 300 damage to enemies, 150 damage to Orlando
Level 3 - 400 damage to enemies, 100 damage to Orlando
Level 4 - 500 damage to enemies, 50 damage to Orlando

Magic Brawler
Cooldown 15 seconds, mana cost 50/60/70/80, lasts 9 seconds. Grants Orlando spell damage reduction and increased damage, but decreases his armor.
Level 1 - +15 damage, 20% spell damage reduction, -4 armor.
Level 2 - +25 damage, 30% spell damage reduction, -3 armor.
Level 3 - +35 damage, 40% spell damage reduction, -2 armor.
Level 4 - +45 damage, 50% spell damage reduction, -1 armor.

Rob Soul
Mana cost 25. Orlando turns invisible for 10 seconds or until he attack/use and ability. Attacking from invisibility will also damage the enemy's mana. Orlando will regain hp and mana equal to the values damaged.
Level 1 - 50% of damage regained to hp and mana, cooldown 12 secs.
Level 2 - 100% of damage regained to hp and mana, cooldown 10 secs.
Level 3 - 150% of damage regained to hp and mana, cooldown 8 secs.
Level 4 - 200% of damage regained to hp and mana, cooldown 6 secs.

Dodge spell
Cooldown 12 seconds. Instantly gives Orlando 100% Evasion! (this includes dodging his own Spear Sphere spell)
Level 1 - lasts 2.5 seconds, mana cost 80
Level 2 - lasts 3.5 seconds, mana cost 60
Level 3 - lasts 4 seconds, mana cost 40, Orlando also instantly casts a 250 radius Taunt.
Level 4 - lasts 4.5 seconds, mana cost 20, Orlando also instantly casts a 400 radius Taunt.

Rouge Wizard's Bandit Crystal Ulti
Grants vision of the nearest enemy heroes for 10 seconds. Also slows the movement speed of affected heroes during that time, and making them take extra damage if hit by the Spear Sphere!
Level 1 - Grants vision of nearest hero only, -60% movement speed, x1.8 damage from the Spear Sphere.
Level 2 - Grants vision of the 2 nearest heroes, -70% movement speed, x2 damage from the Spear Sphere.
Level 3 - Grants vision of the 3 nearest heroes, -80% movement speed, x2.2 damage from the Spear Sphere.
Level 4 - Grants vision of all enemy heroes, -80% movement speed, x2.2 damage from the Spear Sphere. Also enables a super ultimate skill:

Thief's Teleport
Cooldown 30. Mana cost 90 (+25). This is a Blink without range limit, eg. Orlando can teleport anywhere on the map. If enough mana, Orlando will immediately use the Rob Soul spell after teleporting.
TACTICAL NOTE: See the combo with this skill, Rouge Wizard's Bandit Crystal and the Spear Sphere? Revealing heroes, casting the Sphere, teleporting to beyond any revealed hero and the Spear will rush over the map to hit the hero. Not very easy to use, but if you want it even harder decrease the duration of Rouge Wizard's Bandit Crystal.

EDIT: @Happysmiley, NICE hero! I've always liked those dwarven battle priests :)
 

Necrach

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how can I make the hero to choose between the aura of the third ability?

Give the hero an active skill that does nothing, and trigger it so that when it's used, the aura skill is replaced. If you doesn't want it to take up more than one icon slot, make the aura skill invisible and/or triggered!
 

Happysmiley

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how can I make the hero to choose between the aura of the third ability?
nice ideas ^^

It's the same principle as the last skill you asked me about. You need a dummy hero ability (that will only be used when LEARNING the ability) - preferably Attribute Bonus as you can hide the icon. When you have learned the ability, use triggers to have your hero learn one of Wrath Stance/Holy Stance - which have to be unit abilities. Let's say you give it Wrath Stance first. Base it on let's say Berserk with a 0.01 duration. The first trigger would be smth like:

E -
A hero learns an ability

C -
Learned hero ability equal to YourDummyHeroAbility

A -
Unit - add Wrath Stance to learning hero
Unit -Set level of Wrath Stance to level of YourHeroDummyAbility for learning hero


Second:

E -
A hero starts the effect of an ability

C -

A -
If/Then/Else
If Conditions
Ability being cast equal to Wrath Stance
Then Actions
Unit - Remove Wrath stance from triggering unit
Unit - Add Holy Stance to triggering unit
Unit - Set level of Holy Stance to level of YourDummyHeroAbility for triggering unit
Else Actions
If/Then/Else
If Conditions
Ability being cast equal to Holy Stance
Then Actions
Unit - Remove Holy stance from triggering unit
Unit - Add Wrath Stance to triggering unit
Unit - Set level of Wrath Stance to level of YourDummyHeroAbility for triggering unit
 

Happysmiley

New Member
Reaction score
22
EDIT: @Happysmiley, NICE hero! I've always liked those dwarven battle priests

Thanks, I thought so too :) I'm actually thinking of implement this into my map, or a similiar
 

Happysmiley

New Member
Reaction score
22
Give the hero an active skill that does nothing, and trigger it so that when it's used, the aura skill is replaced. If you doesn't want it to take up more than one icon slot, make the aura skill invisible and/or triggered!

That could work too, and might even be slightly more efficient :)
 

TriggerBomb

New Member
Reaction score
3
Idea.

Grim'lok the Corrupted Elementalist

Main Attribute : Intelligence

Intelligence : 23 (+1.5)
Agility : (+0.8)
Strenght : 15 (+0.7)


Main Abilities


Shadowflame Ignite


Grim'lok channel's power of Fire and Shadow to make Shadowflame
bolt wich he hurls to enemy dealing ingniting and sundering enemy's armor.
Grim'lok need's one second channeling for this spell.

Level 1: Reduce's Armor by 5 and deals 125 damage over 8 sec.
Level 2: Reduce's Armor by 7 and deals 175 damage over 7 sec.
Level 3: Reduce's Armor by 9 and deals 225 damage over 6 sec.
Level 4: Reduce's Armor by 11 and deals 275 damage over 5 sec.


Wrath of Corrupted

Grim'lok channel's power of Nature and Shadow aswell thunder to create
triple phased attack at enemy foolish enough to challange Grim'Lok
Grim'Lok require's two second's channeling for this spell.
Nature roots enemy with Shadow corrupts and thunder stuns aswell damages.

Level 1: (S): 20% AS / MS Reduce. (N): Root's for 2 sec. dealing
40 damage during duration. (T): Stun's for 1 sec. deals 75 damage.

Level 2: (S): 30% AS / MS Reduce. (N): Root's for 3 sec. dealing
70 damage during duration. (T): Stun's for 1.5 sec. deals 100 damage.

Level 3: (S): 40% AS / MS Reduce. (N): Root's for 4 sec. dealing
100 damage during duration. (T): Stun's for 2 sec. deals 125 damage.

Level 4: (S): 50% AS / MS Reduce. (N): Root's for 5 sec. dealing
130 damage during duration. (T): Stun's for 2.5 sec. deals 170 damage.


Deathfrost

Grim'Lok has power to encase enemy into ice block dealing violent damage
aswell freezing it. Grim'Lok require's no channeling for this spell.
Ice Block that encase's enemy haves 150 HP and if destoroyed before
effect takes place no damage is dealt.

Level 1: Encase's Enemy into Ice for 5 sec. rendering it invulnerable.
After 5 sec. ice shatter's violently dealing 125 damage to target.

Level 2: Encase's Enemy into Ice for 4 sec. rendering it invulnerable.
After 4 sec. ice shatter's violently dealing 200 damage to target.

Level 3: Encase's Enemy into Ice for 3 sec. rendering it invulnerable.
After 3 sec. ice shatter's violently dealing 275 damage to target.

Level 4: Encase's Enemy into Ice for 2 sec. rendering it invulnerable.
After 2 sec. ice shatter's violently dealing 350 damage to target.


Multielemental Strike - [Ultimate]

Grim'Loks final power allows him to summon forth every element force
dealing massive damage in area to his enemies.
Grim'Lok requires channeling for this spell wich last's maxium of 10 sec.

Level 1: Channels Power of Four Elements including Fire Earth Wind and Ice. First Fire Nova will deal 150 damage to all units in area after all heroes in area are snared for 3 sec. by roots. Then Hurricane deals 200 damage over 5 sec. and finally Frost Nova slows every unit in 500 AoE by 75% and deals 150 damage to them.

Level 2: Channels Power of Four Elements including Fire Earth Wind and Ice. First Fire Nova will deal 200 damage to all units in area after all heroes in area are snared for 4 sec. by roots. Then Hurricane deals 300 damage over 5 sec. and finally Frost Nova slows every unit in 500 AoE by 75% and deals 200 damage to them.

Level 3: Channels Power of Four Elements including Fire Earth Wind and Ice. First Fire Nova will deal 250 damage to all units in area after all heroes in area are snared for 5 sec. by roots. Then Hurricane deals 400 damage over 5 sec. and finally Frost Nova slows every unit in 500 AoE by 75% and deals 250 damage to them.

Level 4: Channels Power of Four Elements including Fire Earth Wind and Ice. First Fire Nova will deal 300 damage to all units in area after all heroes in area are snared for 6 sec. by roots. Then Hurricane deals 500 damage over 5 sec. and finally Frost Nova slows every unit in 500 AoE by 75% and deals 300 damage to them.


Ancient Elemental Power - [Super Ultimate]

Grim'Loks secret power that allows him to access the mythical ancient elemental power giving him special power's for 30 sec.
Require's no channeling or cast.

Fire: Each Attack deals bonus 30 damage over 3 sec.
Ice: Each Attack slows enemy by 25%.
Water: Each Attack deals 50% bonus damage in 350 AoE off target. If "Fire" Trigger's this effect cant trigger. Both Have 50% to trigger while attacking.
Earth: Root's Enemy for 1.5 sec. and deals 25 damage over the root. If Fire or Ice trigger's this effect cannot trigger. If Water trigger's with Earth overgrow is cast dealing 50 bonus damage.


- It's pretty advanced but I hope you like it.
 
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